Remove redundant ‘this’. Remove unused using directives. Simplify LINQ chains. Add some trait property descriptions. Add readonly where viable. Add fullstops to some yaml descriptions.
137 lines
4.2 KiB
C#
137 lines
4.2 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.IO;
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using OpenRA.FileFormats;
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using OpenRA.FileSystem;
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namespace OpenRA.Mods.TS.UtilityCommands
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{
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class ImportLegacyTilesetCommand : IUtilityCommand
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{
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public string Name { get { return "--tileset-import"; } }
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[Desc("FILENAME", "TEMPLATEEXTENSION", "Convert a legacy tileset to the OpenRA format.")]
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public void Run(ModData modData, string[] args)
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{
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// HACK: The engine code assumes that Game.modData is set.
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Game.ModData = modData;
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GlobalFileSystem.LoadFromManifest(Game.ModData.Manifest);
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var file = new IniFile(File.Open(args[1], FileMode.Open));
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var extension = args[2];
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var templateIndex = 0;
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var terrainTypes = new string[]
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{
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"Clear",
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"Clear", // Note: sometimes "Ice"
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"Ice",
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"Ice",
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"Ice",
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"Road", // TS defines this as "Tunnel", but we don't need this
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"Rail",
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"Impassable", // TS defines this as "Rock", but also uses it for buildings
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"Impassable",
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"Water",
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"Water", // TS defines this as "Beach", but uses it for water...?
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"Road",
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"DirtRoad", // TS defines this as "Road", but we may want different speeds
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"Clear",
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"Rough",
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"Cliff" // TS defines this as "Rock"
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};
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// Loop over template sets
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try
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{
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for (var tilesetGroupIndex = 0;; tilesetGroupIndex++)
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{
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var section = file.GetSection("TileSet{0:D4}".F(tilesetGroupIndex));
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var sectionCount = int.Parse(section.GetValue("TilesInSet", "1"));
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var sectionFilename = section.GetValue("FileName", "");
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var sectionCategory = section.GetValue("SetName", "");
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// Loop over templates
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for (var i = 1; i <= sectionCount; i++, templateIndex++)
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{
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var templateFilename = "{0}{1:D2}.{2}".F(sectionFilename, i, extension);
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if (!GlobalFileSystem.Exists(templateFilename))
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continue;
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using (var s = GlobalFileSystem.Open(templateFilename))
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{
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Console.WriteLine("\tTemplate@{0}:", templateIndex);
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Console.WriteLine("\t\tCategory: {0}", sectionCategory);
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Console.WriteLine("\t\tId: {0}", templateIndex);
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var images = new List<string>();
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images.Add("{0}{1:D2}.{2}".F(sectionFilename, i, extension));
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for (var v = 'a'; v <= 'z'; v++)
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{
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var variant = "{0}{1:D2}{2}.{3}".F(sectionFilename, i, v, extension);
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if (GlobalFileSystem.Exists(variant))
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images.Add(variant);
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}
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Console.WriteLine("\t\tImage: {0}", images.JoinWith(", "));
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var templateWidth = s.ReadUInt32();
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var templateHeight = s.ReadUInt32();
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/* var tileWidth = */s.ReadInt32();
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/* var tileHeight = */s.ReadInt32();
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var offsets = new uint[templateWidth * templateHeight];
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for (var j = 0; j < offsets.Length; j++)
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offsets[j] = s.ReadUInt32();
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Console.WriteLine("\t\tSize: {0}, {1}", templateWidth, templateHeight);
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Console.WriteLine("\t\tTiles:");
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for (var j = 0; j < offsets.Length; j++)
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{
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if (offsets[j] == 0)
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continue;
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s.Position = offsets[j] + 40;
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var height = s.ReadUInt8();
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var terrainType = s.ReadUInt8();
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var rampType = s.ReadUInt8();
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if (terrainType >= terrainTypes.Length)
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throw new InvalidDataException("Unknown terrain type {0} in {1}".F(terrainType, templateFilename));
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Console.WriteLine("\t\t\t{0}: {1}", j, terrainTypes[terrainType]);
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if (height != 0)
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Console.WriteLine("\t\t\t\tHeight: {0}", height);
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if (rampType != 0)
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Console.WriteLine("\t\t\t\tRampType: {0}", rampType);
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Console.WriteLine("\t\t\t\tLeftColor: {0},{1},{2}", s.ReadUInt8(), s.ReadUInt8(), s.ReadUInt8());
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Console.WriteLine("\t\t\t\tRightColor: {0},{1},{2}", s.ReadUInt8(), s.ReadUInt8(), s.ReadUInt8());
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}
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}
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}
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}
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}
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catch (InvalidOperationException)
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{
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// GetSection will throw when we run out of sections to import
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}
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}
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}
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}
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